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Pandorea

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  1. Pie
    Pandorea reacted to GKuba in [41.71] [Singleplayer] Long term performance issues.   
    Version 41.71 (save originates from 41.70). Singleplayer. No mods. Sadly no easy and quick way of reproducing this I'm afraid.  
    During my current and longest run so far I've encountered some performance issues. I've started in Riverside and made my base there. After around 5-6 months I've started experiencing framerate drops while going through the town, the problem was getting worse as time went on. Some time later the framerate was unbearable so I travelled across different towns spending a few months out of Riverside. My run ended with death in Louisville after over 1 year into the apocalypse. I've decided to make a new character and hop in debug mode to see if the issue in Riverside still persisted, and sure enough it did. In the middle of the town I get framerates below 20 fps (around 10 fps during thunderstorms), for reference I normally have between 60 and 144 fps depending on where I am and the weather (worst case it drops to around 40-45 when driving at high speed, fully zoomed out during thunderstorm).
     
    My guess is that the performance is heavily impacted by the dried up blood on the streets which never seem to disappear and ash piles left after burning zombies, which also never disappear. If my assumption is correct, the easy fix for that would be having blood and ash disappear over time or during rain. Below is a quick video of me going around the "lag zone" in debug mode with fps counter in the top left. As you can imagine driving a car through this is a nightmare.
     
     
  2. Pie
    Pandorea reacted to GKuba in [41.71] [Singleplayer] Radios loose their functions when installed in a car.   
    Version 41.71 (new save) Singleplayer No mods Reproduction steps: Check the model of radio installed in a car or install one yourself. Notice the parameters of the radio. Get in the car and open the radio. All radios are converted to "WaveSignalDevice" with parameters of a basic ValuTech Radio. Radios with higher frequency range will loose the benefit and are defaulted to 88 MHz - 108 MHz. Premium Technologies Radio will loose it's ability to play CDs. Ham Radios will loose their two-way communication capabilities.  
     
  3. Pie
  4. Spiffo
    Pandorea reacted to Sterizz in Rotten Bluegill Fish is missing texture when placed.   
    Hi!
    Yes, it is vanilla, i was playing multiplayer without mods and found this fish in a car with fishing loot
    the strange thing is that in English it is called "sunfish", although in Russian it was written bluegill 
  5. Like
    Pandorea got a reaction from GKuba in [41.71] [Singleplayer] Some UI tabs don't remember their pinned and open states after reload.   
    This issue should be fixed with the next update. Please let us know how it goes!
  6. Pie
    Pandorea reacted to Toshis in Building gate bug   
    Game code doesnt allow to build gates on north and west facing walls. All the necessary materials are in inventory, tried claiming nonresidential building - no difference. Example:
     

     

     

     

     
     
    It happened so, that garage doors are on the north facing wall and zombies busted it. Cant replace it, thats just really disappointing. Please fix this.
     
    edit:
    Tried south facing wall - it works, just didnt make a screenshot.
  7. Pie
    Pandorea reacted to Bullet_Magnate in Food Sitting Out to Eat Ought to Be Cooked ...   
    I admit up front this is a pretty trivial gripe, but I do find it annoying and immersion-breaking when it occurs ...
     
    On multiple occasions I've entered a home and found, for example, bowls of soup sitting on a dining room table with silverware, etc, as though the family was just about to sit down to eat ... and discovered on examination that the soup is uncooked.    
     
    Just a small tweak that maybe could be added to the bottom of the to-do list ... 
  8. Pie
    Pandorea reacted to redredgreengreen in [41.71] [Map] Window of the grocery store in westpoint (11990x6919x1) leads to first floor, NOT outside.   
    • 41.71 • Singleplayer • No Mods • Current Save • Reproduction steps: • Reproduction steps:          1. Go to Grocery Store in West Point.          2. Got to either window at 11990x6919x1          3. Climb through, and you will wind up inside the building instead of outside it due to that ceiling not fully existing.


  9. Pie
    Pandorea reacted to thirteenth in Pass through a wall with a ladder   
    You can build stairs near the wall on the second floor and go through the wall. In this way, you can overcome obstacles or build traps for players.
     
     
  10. Like
    Pandorea got a reaction from Witchzell in Better Health System - More Depth   
    An overhaul of First Aid / Health  system is planned for one of the future builds (the game is far from "done"  )
  11. Like
    Pandorea reacted to Goldkat in Towel Update?   
    After reading todays blog post about small issues I remembered something I have had on my mind for awhile. Why can we not use towels to cover windows, or rip towels for fabric?
     
    I think a small but meaningful feature would be if towels were updated with the following: 1. ability to cover windows 2. Ability to rip for fabric 3. Ability to burn towels and use them as kindling
     
    and not as importantly but I think it would be nice if we could wear towels also, either around the waist or over the shoulders. Maybe even like a makeshift super hero cape? Unlike the other suggestions this would require adding new 3d assets so I don't really expect to see this. But the others should be quick to implement and make a lot of sense.
     
    Honestly if we want to go really far with it we should be able to place towels as a rug type furniture option and use them as a bad quality bed. People sleep on beach towels all the time, and its certainly better than just sleeping on the ground, a secondary effect would be a light weight and easy to find portable bed which is something that would really improve nomadic gameplay while being balanced by the fact that its not any better than just sleeping on a random folding chair.
     
    Currently dish towels and towels are almost completely useless and I think making them behave like other fabric items would really help round them out game-play wise, I've found myself in bathrooms looking for bandages and thinking "Why cant I just rip this towel and use that?". Or I find myself running out of fire fuel and thinking why cant I burn this dish towel I found in the cupboard. My favorite thing about this game is the multiple uses for items because it makes the game world feel alive and really leads to emergent gameplay due to satisfying problem solving.
  12. Like
    Pandorea got a reaction from knightshousegames in Companion Planting   
    Thank you for your suggestions! An overhauls for Farming is planned for one of future (major) builds. 
  13. Pie
    Pandorea reacted to WildLeek2 in Loot rarity: none   
    In the loot rarity section in sandbox settings, I would like to see "none" as an option to make certain kinds of loot not spawn at all. Useful when you want to make a world with zero food so you have to forage, fish and farm everything.
  14. Pie
    Pandorea reacted to Fregrant in [41.71] Oven stops working after a move   
    After picking up and reinstalling, that one from spiffo stops working.
    Also, is the capacity correct and not too big?

  15. Like
    Pandorea got a reaction from Optimism in [IWBUMS 41.71] Onion Oversight   
    A lot of new items have been added to the game recently and recipes for them are a WIP (and will be for a while yet!  ) Please be patient with us
     
    Thank you for the report!
  16. Like
    Pandorea got a reaction from GKuba in [41.71] [Singleplayer] Wooden Framed Mirror placement bug.   
    Thank you for the report!
  17. Like
    Pandorea got a reaction from GKuba in [41.71] [Singleplayer] Foraging zones.   
    A lot of new locations have been added to the game map recently and new zones for those locations are still a WIP. 
  18. Pie
    Pandorea reacted to Destroyer 3492 in Admin - Warn Offline Players   
    Currently as an admin, you can only send in-game warnings to players that are online.
    It would be very helpful to manage the server if you could also do it while people are offline.
     
    So when they login, they can either see in chat or get a popup saying what they have been warned about.
  19. Pie
    Pandorea reacted to Optimism in [IWBUMS 41.71] Onion Oversight   
    I don't think there's currently a recipe or right click function to slice onions into rings, making it impossible to use the homemade fried onion rings recipe.
     
    More of an oversight than a bug, but I don't think it's been mentioned so I figured I'd leave it here.
     
    If anyone knows a way to acquire onion rings that I missed, feel free to correct me.
  20. Pie
    Pandorea reacted to GKuba in [41.71] [Singleplayer] Wooden Framed Mirror placement bug.   
    Version 41.71 Singleplayer No mods New save Reproduction steps: Place the item "Wooden Framed Mirror" on S or E wall. The mirror will appear one tile further in the direction it was placed behind the wall. I'm unsure as to whether this affects any other items or not, so far I've only encountered this with this item.
     
     
  21. Pie
    Pandorea reacted to GKuba in [41.71] [Singleplayer] Foraging zones.   
    Version 41.71 Singleplayer No mods New save Map coordinates X:9057 Y:9198 Z:0  
    I've found an area with incorrect foraging zones. All of vegetation, urban areas, roads and farmlands around the provided coordinates seem to be labeled as deep forest and forest zones. I found an online map which shows the foraging zones and it seems to confirm my find. Here's a screenshot from the map with this area marked in red.
  22. Pie
    Pandorea reacted to Kappatao in Placed items glitch on double tile objects.   
    When you place an item now, it's possible to cause parts of the item to dissapear if you place it on a tile boarder for a multi tile object e.g. a table. Attached is an example with makeup and a mirror on a table.

     
    To reproduce this, place the item on 1 tile, overlapping the other. In this picture they're placed on the bright tile, overlapping the dark one. It's interesting to note, if I place them on the dark tile overlapping the light one, they display correctly.
  23. Spiffo
    Pandorea reacted to jeanfeels in A glaring accessability failure: Stings, Panic Attacks, and Disabilities.   
    Just popping in to say i genuinely wished i could refund this game earlier today, despite the fact that I utterly adore it in 99% of its design and gameplay. 

    The reason for this I will outline below, and hopefully you will be able to understand my reasoning and find it to be a valid grievance even if you yourself are not affected by this in the same way that I and many others demonstrably and irrefutably are. Please take this suggestion as seriously as possible, and please exercise basic human empathy and try to put yourself in my shoes before replying, as I am not making any huge demands, nor unreasonable suggestions.
     
    The audio updates have made it so I now get panic attacks while playing, which cause me to enter a state in which I have a vastly elevated heart rate and extremely painful sensitivity to sudden changes in noise or light, lasting between 1 to 6 hours in length, from the screamer violin chords that are louder than every other sound in the game and cannot be disabled or turned down. This is an inherent disability that I cannot just "turn off" or "fix" through exposure or medication. Believe me, i've tried. And I am not alone in having this kind of sensitivity, which importantly was not an issue at all back in 41.50+ before the Noiseworks update.

    The effect that noise alone has is independant of any actual feelings of fear or horror that the game portrays. I have been jumpscared by zombies before the update, with the chord off, so it is just as effective a horror game without it, and most importantly, natural organic jumpscares dictated by game design and immersion do not cause the same panic attacks or aversion and are way more effective at building and maintaining the psychological horror atmosphere. I actively enjoy playing the game with the orchestral stings removed, even feeling scared and apprehensive about every encounter, and to be quite honest the scare chords are nothing but a shortcut, a way to cheaply cause shock to a player, which for some of us is both immersion-breaking and extremely distressing to a degree that I wish you could experience at least once, just to be capable of fully understanding how utterly devastating it is.

    However, it is also important for me to clarify that I do not want to suggest you should remove the sound entirely. That would be a horrible suggestion, as there are clearly a huge majority of players who are either fine with it or actively enjoy the fact this chord exists in the game. It would be callous and rude of me to suggest that the majority of players should lose something that many of them find iconic about this game just for a small minority of people who are extremely sensitive to the noise. 

    Instead, what I am suggesting is a means to customise in volume or mute the scare chord, placed under the "Accessability" tab in the options menu. Take a page, perhaps, from Outer Wilds, which included a toggle option for "Reduced Frights" in the psychological horror themed DLC 'Echoes of the Eye'. I promise, it will not dilute or ruin the experience for those of us who choose to use it, and we will still be experiencing the same psychological, adrenaline-fuelled horror that you intended to portray.
     
    Please take a moment to think about this seriously, and please, don't simply dimiss this offhand with "just mod the game to remove it there's mods on the workshop that remove it/add the advanced audio menu back to the game". Because while both of those mods do fix it in the short term, it highlights a huge lack of care and responsability towards folk like me with "invisible" disabilities, disorders of the brain that are physical, inherent, strongly genetic, present from birth, and incurable, only mitigated to a finite degree by medications, therapies and avoidance towards certain situations. I genuinely love this game, and it breaks my heart that such an easily accomodated barrier to entry has been left in place untouched since the update dropped.
     
    I am certain that if you wanted to, you could have added an accessibility option to mute it in the vanilla game options by now with little to no worry about breaking the sound system, even if it did involve taking a small amount of time away from polishing other features to implement safely. Based upon the number of mods that address this specific issue without modifying the FMOD soundbank, it surely must have been possible to safely add this to vanilla for a while now, and yet it seems that the message never got through to TIS, or was ignored if it did, or some other complication as yet beyond my understanding has caused you to delay adding it which has not been mentioned in any blog posts or communication I was able to find. In fact, I choose to hope that this is in fact the case, and it's an issue that you do intend to fix as soon as reasonably possible.

    I dearly hope you understand that this isn't just a petty request and has some actual grounding in reality, and can understand that this is worth considering for the future.
     
    I'm still gonna stick around, and I still love this game in every other way, even if I can't play it at all without mods that bar me from a majority of multiplayer servers.

    I still hope that i will be able to get back into it one day, because it is a brilliantly designed game with so much love, care and attention to detail.
     
    I just... can't in good conscious play it or recommend it to anyone I know on the spectrum until there's some recognition for disabilities like this without forcing us to mod the game so it's actually playable without posing a serious hazard to both our mental and physical health. I hope you can understand.

    Thank you for being there for us. This game helped a lot of people find a little bit of joy in dark times, myself included.
  24. Spiffo
    Pandorea reacted to evilphish in [41.68] [Multiplayer] Generator fuel consumption does not add up   
    Update: Even after completely dismantling everything including the generator and then setting up the generator and the popsicle fridges again, the issue still remains. So I guess this is not just a one-off glitch
  25. Spiffo
    Pandorea reacted to evilphish in [41.68] [Multiplayer] Generator fuel consumption does not add up   
    @PandoreaThere seems to be more at play here than a simple display problem. I have two popsicle fridges connected which gets listed as "Popsicle Fridge X4 (0.32 L/h)" which is correct but the overall summation yields 0.59. If I remove one popsicle fridge, it tells me "Popsicle Fridge X2 (0.16 L/h)" which again is correct but this time the overall consumption reads 0.18 L/h (also 2 lights connected listed as 0.004 L/h so it does not quite add up but it has not been a big deal as of yet).
     
    If I put up the second popsicle fridge again, then turn off and turn on the generator, it reads again Fridge X4 0.32 L/h but overall consumption is back again at 0.59 L/h.
     
    Since the generator actually consumes 4 times the amount of fuel when the fridge count is doubled this leads me to believe there might be a calculation error somewhere. I currently lack a third fridge but I will look for one and try out three fridges.
     
    **Update: Found a third popsicle fridge. If set up in addition to the first two, it reads "Popsicle Fridge x6 (0.48 L/h)" but Total consumption reads as a whooping 1.3 L/h and the actual gas usage of the generator goes through the roof accordingly. I think this is more than just a display error.
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